music="Qui_Sarlacc_B" //music="Act_Sarlacc_B" music_other="Act_GamorrDisco" characters_start character="chewbacca",player character="princessleia",player character="c3po",player characters_end cutscenes_start cutscene="episodevi\sarlaccpit_midtro" cutscenes_end plat_scan_dist=3 max_ter_groups=1024 max_ter_platforms=1024 settings_start=1 farclip_ps2=200 nearclip_ps2=0.02 farclip_psp=200 nearclip_psp=0.1 farclip_360=200 nearclip_360=0.02 farclip_gc=200 nearclip_gc=0.02 farclip_pc=200 nearclip_pc=0.02 backr=0 backg=0 backb=0 settings_end ////////////////// splines ///////////////////////////////// door_start spline="door_a_to_b" level="SarlaccPit_b" 1_way door_end door_start spline="door_b_to_a" level="SarlaccPit_a" 1_way door_end door_start spline="door_b_to_c" level="SarlaccPit_c" door_end door_start spline="door_c_to_b" level="SarlaccPit_b" door_end //////////////////////// door_start spline="lift_upper" level="SarlaccPit_b" door_end door_start spline="lift_lower" level="SarlaccPit_b" door_end /////////////////////////////////// door_start spline="low_hatch" level="SarlaccPit_B" door_end door_start spline="low_hatch1" level="SarlaccPit_A" door_end door_start spline="top_hatch" level="SarlaccPit_B" door_end door_start spline="top_hatch1" level="SarlaccPit_A" door_end door_start spline="exit" level="map" 1_way door_end //////////////////////////////////////// cameras //////////////////////////////////// ///////////////main socks////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.0 // cam_dist_to_target=3 // cam_look_ratio_y=.2 // cam_y_offset=0.6 cam_look_ratio=0.8 cam_pullback_ratio_xz=0.2 sock_end sock_start=01 campos_seek=5 cam_blend_time=1.0 // cam_y_offset=1.65 // cam_look_ratio_y=.5 // cam_dist_to_target=4 cam_pullback_ratio=0.05 sock_end sock_start=02 campos_seek=5 cam_blend_time=1.0 // cam_y_offset=1.65 // cam_look_ratio_y=.5 // cam_dist_to_target=4 cam_pullback_ratio_xz=0.15 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.35 sock_end sock_start=04 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.35 sock_end sock_start=05 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.35 sock_end sock_start=06 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.35 sock_end sock_start=07 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.35 sock_end sock_start=08 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.35 sock_end sock_start=09 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.35 sock_end sock_start=10 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.35 ignore_socks=0,1,5 sock_end sock_start=11 campos_seek=5 cam_blend_time=1.0 cam_dist_to_target=3 cam_look_ratio_y=.35 ignore_socks=0,1,5 sock_end sock_start=12 campos_seek=5 cam_blend_time=1.0 cam_look_ratio_y=.35 sock_end ///////////////////////////////////////////engine room/////////////////////////////////////////// buildit_start name="buildit1" pair="build_1_1_1","build_1_2_1" pair="build_1_1_2","build_1_2_2" pair="build_1_1_3","build_1_2_3" pair="build_1_1_4","build_1_2_4" pair="build_1_1_5","build_1_2_5" pair="build_1_1_6","build_1_2_6" pair="build_1_1_7","build_1_2_7" pair="build_1_1_8","build_1_2_8" pair="build_1_1_9","build_1_2_9" pair="build_1_1_10","build_1_2_10" pair="build_1_1_11","build_1_2_11" pair="build_1_1_12","build_1_2_12" pair="build_1_1_13","build_1_2_13" pair="build_1_1_14","build_1_2_14" pair="build_1_1_15","build_1_2_15" pair="build_1_1_16","build_1_2_16" buildit_end obstacle_start obj="build_1_2_16",trigger obj="build_2_end" obstacle_end ////// obstacle_start chain_trigger=1,2 chain_trigger=25,3 obj="powered" obstacle_end obstacle_start chain=21,1 obj="power_1_1" obj="power_1_2" obj="power_1_3" obj="power_1_4" obj="power_1_5" obj="power_1_6" obj="powered" obstacle_end obstacle_start chain=21,2 obj="power_2_1" obj="power_2_2" obj="power_2_3" obj="power_2_4" obj="power_2_5" obj="power_2_6" auto_start obstacle_end obstacle_start chain=1,1 buildit="buildit1" obj="power_1_1" obj="power_1_2" obj="power_1_3" obstacle_end obstacle_start chain=1,2 obj="C3PO_light_on1" obj="C3PO_light_off1" obj="build_1_end" obj="power_2_1" obj="power_2_2" obj="power_2_3" obj="power_3_1" obj="power_3_2" obj="power_3_3" obstacle_end obstacle_start name="C3PO_pan1" obj="C3PO_static1" obj="C3PO_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" chain_interface=1,2 obstacle_end obstacle_start name="C3PO_door1" lock_spline="C3PO_lineup1" protocol_droid locked // obj="hatch_04" obj="form_1_lift_2" obj="form_1_lift_3" obj="force_engine_lump" obj="C3PO_green_on1",no_collision obj="C3PO_red_on1",no_collision sfx_open="Cru_DiagBlastDoorOpen" sfx_close="Cru_DiagBlastDoorOpen" chain_interface=4,2 camera_spline="door_lift" cam_start_time=0 cam_end_time=4.5 cam_blend_in_time=0 cam_blend_out_time=0.5 // reset_anims obstacle_end //////////////////////////////////////////////////////////////// obstacle_start chain=4,1 obj="C3PO_null" obstacle_end obstacle_start chain=4,2 obj="C3PO_static1" obj="C3PO_pic1" obstacle_end obstacle_start chain_trigger=1,2 chain_trigger=25,3 obj="C3PO_null" camera_spline="cut_C3PO" cam_start_time=0.0 cam_end_time=2.0 cam_blend_in_time=1.3 cam_blend_out_time=1.8 hack=10 // if on first frame of a game mode, don't start mini-cut cam obstacle_end ///////////////////////////// small access //////////////////////////////////////////////////////////////////// teleport_start spline="teleport_01" duration=3.0 range=.7 flap1="flap_03" flap2="flap_04" type=crawl flip_flap teleport_end teleport_start spline="teleport_02" duration=3.0 range=.7 flap1="flap_01" flap2="flap_02" type=crawl flip_flap teleport_end ///////////////////////////////////////big fat disco//////////////////////////////////////////////// ///////////////////////////////////build it speaker1/////////////////////////////////////// buildit_start name="buildit3" pair="build_3_1_1","build_3_1_2" pair="build_3_2_1","build_3_2_2" pair="build_3_3_1","build_3_3_2" pair="build_3_4_1","build_3_4_2" pair="build_3_5_1","build_3_5_2" pair="build_3_6_1","build_3_6_2" pair="build_3_7_1","build_3_7_2" pair="build_3_8_1","build_3_8_2" pair="build_3_9_1","build_3_9_2" pair="build_3_10_1","build_3_10_2" pair="build_3_11_1","build_3_11_2" pair="build_3_12_1","build_3_12_2" pair="build_3_13_1","build_3_13_2" pair="build_3_14_1","build_3_14_2" pair="build_3_15_1","build_3_15_2" pair="build_3_16_1","build_3_16_2" pair="build_3_17_1","build_3_17_2" pair="build_3_18_1","build_3_18_2" pair="build_3_19_1","build_3_19_2" pair="build_3_20_1","build_3_20_2" pair="build_3_21_1","build_3_21_2" pair="build_3_22_1","build_3_22_2" pair="build_3_23_1","build_3_23_2" pair="build_3_24_1","build_3_24_2" pair="build_3_25_1","build_3_25_2" coin_value=100 buildit_end obstacle_start chain=15,1 buildit="buildit3" obstacle_end obstacle_start name="Speaker1" chain=15,2,1 obj="Speaker1" obstacle_end blowup_start force_name="Speaker1" deb_name="big_pop_1" deb_name="big_pop_2" sfx="Explode1" hit_points=1 blowup_end obstacle_start chain_trigger=15,2 chain_trigger=16,5 chain_trigger=17,2 chain_trigger=18,5 obj="panel1" obj="panel2" obstacle_end ///////build it speaker2///////////////////////// buildit_start name="buildit4" pair="build_4_1_1","build_4_1_2" pair="build_4_2_1","build_4_2_2" pair="build_4_3_1","build_4_3_2" pair="build_4_4_1","build_4_4_2" pair="build_4_5_1","build_4_5_2" pair="build_4_6_1","build_4_6_2" pair="build_4_7_1","build_4_7_2" pair="build_4_8_1","build_4_8_2" pair="build_4_9_1","build_4_9_2" pair="build_4_10_1","build_4_10_2" pair="build_4_11_1","build_4_11_2" pair="build_4_12_1","build_4_12_2" pair="build_4_13_1","build_4_13_2" pair="build_4_14_1","build_4_14_2" pair="build_4_15_1","build_4_15_2" pair="build_4_16_1","build_4_16_2" pair="build_4_17_1","build_4_17_2" pair="build_4_18_1","build_4_18_2" pair="build_4_19_1","build_4_19_2" pair="build_4_20_1","build_4_20_2" pair="build_4_21_1","build_4_21_2" pair="build_4_22_1","build_4_22_2" pair="build_4_23_1","build_4_23_2" pair="build_4_24_1","build_4_24_2" pair="build_4_25_1","build_4_25_2" coin_value=100 buildit_end obstacle_start name="cushty" chain=16,1 push="Sml_Box_1",1 obstacle_end obstacle_start chain=16,2 obj="Sml_Box_2" obj="box_null" auto_start obstacle_end obstacle_start chain=16,3 obj="Sml_Box_3" obstacle_end obstacle_start chain=16,4 buildit="buildit4" obstacle_end obstacle_start name="Speaker2" chain=16,5,4 obj="Speaker2" obstacle_end blowup_start force_name="Speaker2" deb_name="big_pop_1" deb_name="big_pop_2" sfx="Explode1" hit_points=1 blowup_end //////////////////// deck formation /////////// obstacle_start chain=17,1 obj="music_1_1" obj="music_1_2" obj="music_1_3" obj="music_1_4" obj="music_1_5" obj="music_1_6" obj="music_1_7" obj="music_1_8" obj="music_1_9" obj="music_1_10" obj="music_1_11" obj="music_1_12" obj="music_1_13" obj="music_1_14" obj="music_1_15" obj="music_1_16" obj="music_1_17" obj="music_1_18" obj="music_1_19" obj="music_1_20" obj="music_1_21" obj="music_1_22" obj="music_1_23" obj="music_1_24" obj="music_1_25" obj="music_1_26" obj="music_1_27" obj="music_1_28" obj="music_1_29" obj="music_1_30" obj="music_1_31" obstacle_end obstacle_start name="decks" chain=17,2 obj="decks" obstacle_end //////////////// Disco Ball ///////////////////////////////// ////// obstacle_start chain=18,1 obj="disco1a" obj="disco2a" obj="disco3a" obj="disco4a" obj="disco_blow" // auto_start obstacle_end obstacle_start chain=18,2 obj="disco1" obj="disco2" obj="disco3" obj="disco4" obj="disco5" obj="disco6" obj="disco7" obj="disco8" obstacle_end obstacle_start chain=18,3 obj="disco_ball3a" obj="disco_null1" obstacle_end obstacle_start chain=18,4 obj="disco_ball1" // obj="disco_null1" // auto_start obstacle_end obstacle_start name="static_balls" chain=18,5 obj="disco_ball4" auto_start obstacle_end obstacle_start obj="plate",trigger obj="disco_blow" // auto_start obstacle_end obstacle_start name="spinning_balls" obj="disco_ball2" obstacle_end ///////////////zip up ///////////////////// zipup_start spline="zipup_1" trigger_chain=27,2 zipup_end obstacle_start chain_trigger=18,3 obj="zipup_targeta" obj="zipup_hooka" obstacle_end obstacle_start chain_trigger=19,2 obj="disco_null1" obstacle_end //// obstacle_start chain=27,1 obj="zipup_targeta",no_collision obj="zipup_hooka",no_collision obstacle_end obstacle_start chain=27,2 obj="zipup_target",no_collision obj="zipup_hook",no_collision obstacle_end ////// ///////////// Disco Ball Joint ////////////////////////////// buildit_start name="buildit7" pair="build_7_1_1","build_7_1_2" pair="build_7_2_1","build_7_2_2" pair="build_7_3_1","build_7_3_2" pair="build_7_4_1","build_7_4_2" pair="build_7_5_1","build_7_5_2" pair="build_7_6_1","build_7_6_2" pair="build_7_7_1","build_7_7_2" pair="build_7_8_1","build_7_8_2" pair="build_7_9_1","build_7_9_2" pair="build_7_10_1","build_7_10_2" pair="build_7_11_1","build_7_11_2" pair="build_7_12_1","build_7_12_2" coin_value=10 buildit_end obstacle_start chain=19,1 buildit="buildit7" obstacle_end obstacle_start chain=19,2 obj="disco_joint" obj="disco_null" auto_start obstacle_end ///// open dance floor///////////////////////// obstacle_start name="disco_floor" chain_trigger=18,5 obj="panel2",trigger obj="panel1" obj="panel2" obstacle_end ////////////////////////////////////////dance floor/////////////////////////////////////// obstacle_start name="disco_1" obj="floor_1_1" obj="floor_2_1",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end obstacle_start name="disco_2" obj="floor_1_2" obj="floor_2_2",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end //////////// obstacle_start name="disco_part1" chain=5,1 obj="floor_1_1" obj="floor_2_1" obj="floor_1_2" obj="floor_2_2" obj="floor_null_1" // obj="floor_mull_1" obstacle_end obstacle_start chain=5,2 obj="floor_3_1" obj="floor_3_2" obstacle_end ////// obstacle_start obj="floor_2_1",trigger obj="floor_2_2",trigger obj="floor_null_1" obstacle_end //////////////////////////////////////////////////////// obstacle_start name="disco_3" obj="floor_1_3" obj="floor_2_3",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end obstacle_start name="disco_4" obj="floor_1_4" obj="floor_2_4",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end //////////// obstacle_start name="disco_part2" chain=6,1 obj="floor_1_3" obj="floor_2_3" obj="floor_1_4" obj="floor_2_4" obj="floor_null_2" obstacle_end obstacle_start chain=6,2 obj="floor_3_3" obj="floor_3_4" obstacle_end ////// obstacle_start obj="floor_2_3",trigger obj="floor_2_4",trigger obj="floor_null_2" // obj="shutter_2" obstacle_end //////////////////////////////////////////////////////// obstacle_start name="disco_5" obj="floor_1_5" obj="floor_2_5",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end obstacle_start name="disco_6" obj="floor_1_6" obj="floor_2_6",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end //////////// obstacle_start name="disco_part3" chain=7,1 obj="floor_1_5" obj="floor_2_5" obj="floor_1_6" obj="floor_2_6" obj="floor_null_3" // obj="shutter_3" obstacle_end obstacle_start chain=7,2 obj="floor_3_5" obj="floor_3_6" obstacle_end ////// obstacle_start obj="floor_2_5",trigger obj="floor_2_6",trigger obj="floor_null_3" // obj="shutter_3" obstacle_end //////////////////////////////////////////////////////// obstacle_start name="disco_7" obj="floor_1_7" obj="floor_2_7",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end obstacle_start name="disco_8" obj="floor_1_8" obj="floor_2_8",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end //////////// obstacle_start name="disco_part4" chain=8,1 obj="floor_1_7" obj="floor_2_7" obj="floor_1_8" obj="floor_2_8" obj="floor_null_4" // obj="shutter_4" obstacle_end obstacle_start chain=8,2 obj="floor_3_7" obj="floor_3_8" obstacle_end ////// obstacle_start obj="floor_2_7",trigger obj="floor_2_8",trigger obj="floor_null_4" // obj="shutter_4" obstacle_end //////////////////////////////////////////////////////// obstacle_start name="disco_9" obj="floor_1_9" obj="floor_2_9",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end obstacle_start name="disco_10" obj="floor_1_10" obj="floor_2_10",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end //////////// obstacle_start name="disco_part5" chain=9,1 obj="floor_1_9" obj="floor_2_9" obj="floor_1_10" obj="floor_2_10" obj="floor_null_5" // obj="shutter_5" obstacle_end obstacle_start chain=9,2 obj="floor_3_9" obj="floor_3_10" obstacle_end ////// obstacle_start obj="floor_2_9",trigger obj="floor_2_10",trigger obj="floor_null_5" // obj="shutter_5" obstacle_end //////////////////////////////////////////////////////// obstacle_start name="disco_11" obj="floor_1_11" obj="floor_2_11",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end obstacle_start name="disco_12" obj="floor_1_12" obj="floor_2_12",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end //////////// obstacle_start name="disco_part6" chain=10,1 obj="floor_1_11" obj="floor_2_11" obj="floor_1_12" obj="floor_2_12" obj="floor_null_6" // obj="shutter_6" obstacle_end obstacle_start chain=10,2 obj="floor_3_11" obj="floor_3_12" obstacle_end ////// obstacle_start obj="floor_2_11",trigger obj="floor_2_12",trigger obj="floor_null_6" // obj="shutter_6" obstacle_end //////////////////////////////////////////////////////// obstacle_start name="disco_13" obj="floor_1_13" obj="floor_2_13",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end obstacle_start name="disco_14" obj="floor_1_14" obj="floor_2_14",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end //////////// obstacle_start name="disco_part7" chain=11,1 obj="floor_1_13" obj="floor_2_13" obj="floor_1_14" obj="floor_2_14" obj="floor_null_7" // obj="shutter_7" obstacle_end obstacle_start chain=11,2 obj="floor_3_13" obj="floor_3_14" obstacle_end ////// obstacle_start obj="floor_2_13",trigger obj="floor_2_14",trigger obj="floor_null_7" // obj="shutter_7" obstacle_end //////////////////////////////////////////////////////// obstacle_start name="disco_15" obj="floor_1_15" obj="floor_2_15",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end obstacle_start name="disco_16" obj="floor_1_16" obj="floor_2_16",no_collision check_ground aXctive_players_only locked range=0.2 obstacle_end //////////// obstacle_start name="disco_part8" chain=12,1 obj="floor_1_15" obj="floor_2_15" obj="floor_1_16" obj="floor_2_16" obj="floor_null_8" // obj="shutter_8" obstacle_end obstacle_start chain=12,2 obj="floor_3_15" obj="floor_3_16" obstacle_end ////// obstacle_start obj="floor_2_15",trigger obj="floor_2_16",trigger obj="floor_null_8" // obj="shutter_8" obstacle_end //////////////////////////////////////////////////////// //////////////////////gate///////////////////////// obstacle_start name="exit" obj="floor_3_1",trigger obj="floor_3_2",trigger obj="floor_3_3",trigger obj="floor_3_4",trigger obj="floor_3_5",trigger obj="floor_3_6",trigger obj="floor_3_7",trigger obj="floor_3_8",trigger obj="floor_3_9",trigger obj="floor_3_10",trigger obj="floor_3_11",trigger obj="floor_3_12",trigger obj="floor_3_13",trigger obj="floor_3_14",trigger obj="floor_3_15",trigger obj="floor_3_16",trigger obj="shutter_1" obj="Jabba_door1" obj="Jabba_door2" obstacle_end ///////////////////////////////////////////////////////////// ///////////////////////////////////////////blowups////////////////////////////////////////// blowup_start set_type="canon_lock" force_name="cannon_pop1" deb_name="torch_pop_1" deb_name="torch_pop_2" part_effect_name="torch_part" obj="white_brick_1x1" obj="white_brick_1x1" obj="white_brick_1x2" obj="white_brick_1x2" takeover_shoot_only immune_to_slam // vehicle_shoot_only blowup_end blowup_start use_type="canon_lock" force_name="cannon_pop2" blowup_end blowup_start use_type="canon_lock" force_name="cannon_pop3" blowup_end blowup_start use_type="canon_lock" force_name="cannon_pop4" blowup_end blowup_start use_type="canon_lock" force_name="cannon_pop5" blowup_end /////////// Cannon 2 ///////////////////////////// buildit_start name="buildit5" pair="build_5_1_1","build_5_1_2" pair="build_5_2_1","build_5_2_2" pair="build_5_3_1","build_5_3_2" pair="build_5_4_1","build_5_4_2" pair="build_5_5_1","build_5_5_2" pair="build_5_6_1","build_5_6_2" pair="build_5_7_1","build_5_7_2" pair="build_5_8_1","build_5_8_2" pair="build_5_9_1","build_5_9_2" pair="build_5_10_1","build_5_10_2" pair="build_5_11_1","build_5_11_2" pair="build_5_12_1","build_5_12_2" character="cannon2" buildit_end obstacle_start chain=13,1 obj="dyno6" obstacle_end obstacle_start chain=13,2 buildit="buildit5" obstacle_end /////////// Cannon 1 ///////////////////////////// buildit_start name="buildit6" pair="build_6_1_1","build_6_1_2" pair="build_6_2_1","build_6_2_2" pair="build_6_3_1","build_6_3_2" pair="build_6_4_1","build_6_4_2" pair="build_6_5_1","build_6_5_2" pair="build_6_6_1","build_6_6_2" pair="build_6_7_1","build_6_7_2" pair="build_6_8_1","build_6_8_2" pair="build_6_9_1","build_6_9_2" pair="build_6_10_1","build_6_10_2" pair="build_6_11_1","build_6_11_2" pair="build_6_12_1","build_6_12_2" character="cannon1" buildit_end obstacle_start chain=14,1 obj="dyno3" obstacle_end obstacle_start chain=14,2 buildit="buildit6" obstacle_end /////////////////blow ups ////////////////////////////////// blowup_start set_type="dyno" force_name="dyno1" part_effect_name="PART_DYNO" deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" // obj="brown_brick_1x1" // obj="brown_brick_1x1" // obj="dark_grey_brick_1x1" // obj="dark_grey_brick_1x1" // obj="dark_grey_brick_1x1" // obj="lite_grey_brick_1x1" // obj="lite_grey_brick_1x1" // obj="lite_grey_brick_1x1" // obj="lite_grey_1x1" // obj="lite_grey_1x1" obj="dyno1_off",off obj="dyno1_on",off magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" // hit_points=1 blowup_end blowup_start use_type="dyno" force_name="dyno2" obj="dyno2_off",off obj="dyno2_on",off blowup_end blowup_start use_type="dyno" force_name="dyno3" obj="dyno3_off",off obj="dyno3_on",off blowup_end blowup_start use_type="dyno" force_name="dyno4" obj="dyno4_off",off obj="dyno4_on",off blowup_end blowup_start use_type="dyno" force_name="dyno5" obj="dyno5_off",off obj="dyno5_on",off blowup_end blowup_start use_type="dyno" force_name="dyno6" obj="dyno6_off",off obj="dyno6_on",off blowup_end blowup_start use_type="dyno" force_name="dyno8" obj="dyno8_off",off obj="dyno8_on",off blowup_end blowup_start use_type="dyno" force_name="dyno9" obj="dyno9_off",off obj="dyno9_on",off blowup_end blowup_start use_type="dyno" force_name="dyno10" obj="dyno10_off",off obj="dyno10_on",off blowup_end blowup_start use_type="dyno" force_name="dyno11" obj="dyno11_off",off obj="dyno11_on",off blowup_end blowup_start use_type="dyno" force_name="dyno12" obj="dyno12_off",off obj="dyno12_on",off blowup_end blowup_start use_type="dyno" force_name="dyno13" obj="dyno13_off",off obj="dyno13_on",off blowup_end blowup_start use_type="dyno" force_name="blowup_IDF" obj="dyno14_off",off obj="dyno14_on",off blowup_end blowup_start use_type="dyno" force_name="dyno15" obj="dyno15_off",off obj="dyno15_on",off blowup_end blowup_start use_type="dyno" force_name="dyno16" obj="dyno16_off",off obj="dyno16_on",off blowup_end blowup_start use_type="dyno" force_name="dyno17" // obj="dyno12_off",off // obj="dyno12_on",off blowup_end blowup_start use_type="dyno" force_name="dyno18" // obj="dyno13_off",off // obj="dyno13_on",off blowup_end blowup_start use_type="dyno" force_name="dyno19" // obj="dyno14_off",off // obj="dyno14_on",off blowup_end blowup_start use_type="dyno" force_name="dyno20" // obj="dyno15_off",off // obj="dyno15_on",off blowup_end blowup_start use_type="dyno" force_name="dyno21" // obj="dyno16_off",off // obj="dyno16_on",off blowup_end blowup_start use_type="dyno" force_name="dyno22" // obj="dyno16_off",off // obj="dyno16_on",off blowup_end blowup_start use_type="dyno" force_name="Sml_Box_3" deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" obj="brown_brick_1x1" obj="brown_brick_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_brick_1x1" obj="lite_grey_brick_1x1" obj="lite_grey_brick_1x1" obj="lite_grey_brick_1x1" obj="lite_grey_1x1" obj="lite_grey_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" blowup_end blowup_start set_type="detonate" force_name="frame" deb_name="big_pop_1" deb_name="big_pop_2" deb_name="big_pop_3" obj="brown_brick_1x1" obj="brown_brick_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_brick_1x1" obj="dark_grey_brick_1x1" obj="lite_grey_brick_1x1" obj="lite_grey_brick_1x1" obj="lite_grey_brick_1x1" obj="lite_grey_1x1" obj="lite_grey_1x1" magnitude=1.5 add_within_bounds=0.5 sfx="Explode1" hit_points=0 blowup_end blowup_start part_effect_name="PART_DET" force_name="deton_gate" thermal_detonator_only hit_points=0 blowup_end //////////////////////////////////////////////// blowup_start use_type="dyno" force_name="dyno7" obj="dyno7_off",off obj="dyno7_on",off blowup_end obstacle_start chain=24,1 obj="dyno7" obstacle_end obstacle_start chain=24,2 obj="brick_1_1" obj="brick_1_2" obj="brick_1_3" obj="brick_1_4" obj="brick_1_5" obj="brick_1_6" obj="brick_null" obstacle_end obstacle_start chain=24,3 obj="brick_2_1" obj="brick_2_2" obj="brick_2_3" obj="brick_2_4" obj="brick_2_5" obj="brick_2_6" auto_start obstacle_end obstacle_start chain=24,4 obj="brick_off" auto_start obstacle_end obstacle_start chain_trigger=25,2 obj="brick_null" obstacle_end obstacle_start chain_trigger=24,4 obj="engine_nullb" obstacle_end //////////////////////////////////////// obstacle_start chain=25,1 obj="force_1_2" obj="force_1_3" obj="force_1_5" obj="force_1_7" obj="force_1_9" obj="force_1_10" obj="force_1_11" obj="force_1_13" obstacle_end obstacle_start chain=25,2 obj="force_engine" obj="engine_nullb" obstacle_end obstacle_start chain=25,3 obj="force_engine_lump" obstacle_end //////////////// c3po lift ////////////// obstacle_start chain=2,1 obj="force_lift_1" obj="force_lift_2" obj="force_lift_3" obj="force_lift_4" obj="force_lift_5" obj="force_lift_6" obj="force_lift_7" obj="force_lift_8" obj="force_lift_9" obj="force_lift_10" obj="force_lift_11" obj="force_lift_12" obj="force_lift_null" obstacle_end obstacle_start chain=2,2 obj="form_1_lift_2" obstacle_end ////blowups in disco room//////////////// blowup_start use_type="dyno" force_name="plate" blowup_end blowup_start use_type="dyno" force_name="plate1" blowup_end blowup_start use_type="dyno" force_name="plate2" blowup_end blowup_start use_type="dyno" force_name="plate3" blowup_end blowup_start use_type="dyno" force_name="plate4" blowup_end blowup_start use_type="dyno" force_name="plate5" blowup_end blowup_start use_type="dyno" force_name="plate6" blowup_end blowup_start use_type="dyno" force_name="plate7" blowup_end blowup_start use_type="dyno" force_name="lever_minikit" blowup_end ////////////// Freeplay Minikit 1 /////////////////////////////// obstacle_start name="lever3" lock_spline="lever_lineup3" locked pull_lever obj="lever_3",lever obj="lever3_off" obj="lever3_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start name="lever4" lock_spline="lever_lineup4" locked pull_lever obj="lever_4",lever obj="lever4_off" obj="lever4_on" door_close_delay=1.0 reset_anims obstacle_end obstacle_start obj="lever3_off",trigger obj="lever4_off",trigger obj="minikit_null1" obstacle_end obstacle_start chain=3,1 obj="minikit_null1" obstacle_end obstacle_start chain=3,2 obj="lever_minikit" obstacle_end ///////////////////buildit minikit////////////////////////////// //blow up panels blowup_start use_type="dyno" force_name="shutter1" blowup_end blowup_start use_type="dyno" force_name="shutter2" blowup_end obstacle_start name="shut2_pop" obj="shutter2",trigger obj="minikit_2a1" obj="minikit_3a1" obj="minikit_10a1" obstacle_end blowup_start use_type="dyno" force_name="shutter3" blowup_end obstacle_start name="shut3_pop" obj="shutter3",trigger obj="minikit_1a1" obj="minikit_4a1" obj="minikit_6a1" obstacle_end blowup_start use_type="dyno" force_name="shutter4" blowup_end obstacle_start name="shut4_pop" obj="shutter4",trigger obj="minikit_5a1" obj="minikit_7a1" obj="minikit_9a1" obj="minikit_11a1" obj="minikit_14a1" obstacle_end blowup_start use_type="dyno" force_name="shutter5" blowup_end obstacle_start name="shut5_pop" obj="shutter5",trigger obj="minikit_8a1" obj="minikit_12a1" obj="minikit_13a1" obstacle_end blowup_start use_type="dyno" force_name="shutter6" blowup_end blowup_start use_type="dyno" force_name="shutter7" blowup_end blowup_start use_type="dyno" force_name="shutter8" blowup_end blowup_start use_type="dyno" force_name="shutter9" blowup_end blowup_start use_type="dyno" force_name="shutter10" blowup_end blowup_start use_type="dyno" force_name="shutter11" blowup_end blowup_start use_type="dyno" force_name="shutter12" blowup_end blowup_start use_type="dyno" force_name="blowup_pap" blowup_end //////////////////////////////////// buildit_start name="minikit1" pair="minikit_1a","minikit_1b" pair="minikit_2a","minikit_2b" pair="minikit_3a","minikit_3b" pair="minikit_4a","minikit_4b" pair="minikit_5a","minikit_5b" pair="minikit_6a","minikit_6b" pair="minikit_7a","minikit_7b" pair="minikit_8a","minikit_8b" pair="minikit_9a","minikit_9b" pair="minikit_10a","minikit_10b" pair="minikit_11a","minikit_11b" pair="minikit_12a","minikit_12b" pair="minikit_13a","minikit_13b" pair="minikit_14a","minikit_14b" buildit_end obstacle_start name="mk_a" chain=30,1 obj="minikit_1a1" obj="minikit_2a1" obj="minikit_3a1" obj="minikit_4a1" obj="minikit_5a1" obj="minikit_6a1" obj="minikit_7a1" obj="minikit_8a1" obj="minikit_9a1" obj="minikit_10a1" obj="minikit_11a1" obj="minikit_12a1" obj="minikit_13a1" obj="minikit_14a1" obstacle_end obstacle_start name="mk_b" chain=30,2 buildit="minikit1" obstacle_end obstacle_start name="mk_c" chain=30,3 obj="minikit_fullani" auto_start obstacle_end obstacle_start name="mk_d" chain=30,4 obj="minikit_null" obstacle_end //////disco lights////////////////////////////// obstacle_start name="disco_off" obj="light1_a_dummy" obj="light1_b_dummy" chain=20,1 obstacle_end obstacle_start name="disco_on" chain=20,2 obj="dot_finish_01" obj="dot_finish_02" obj="dot_finish_03" obj="dot_finish_04" obj="dot_finish_05" obj="dot_finish_06" obj="dot_finish_07" obj="dot_finish_08" obj="dot_finish_09" obj="dot_finish_10" obj="dot_finish_11" obj="dot_finish_12" obj="dot_finish_13" obj="dot_finish_14" obj="dot_finish_15" obj="dot_finish_16" obj="floor_disco" // obj="disco_light1" // obj="disco_light2" obj="light1_a" obj="light1_b" // obj="walllights1_disco" // obj="walllights2_disco" // obj="striplights1b" sfx_open="HitTarget" obstacle_end ///////////Freeplay Minikit blow up and lever upper level//////////////////////////////////// /////////////////////////////////////////////////